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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1191310 times)

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9450 on: July 24, 2014, 12:24:22 pm »

Got creature_normal_normal.txt done, it is the largest, 270 kB. Common tempereate/tropical animals that for the most part are not in vanilla, OldGen only.
Added a large softshell turtle, up to 44 kg! (my small Chinese softshell turtle is 4.5 kg). Pic: https://www.flickr.com/photos/grayce/2556932093/
13 creature files left to go, some of them will be quick because of merging Vanilla shtuff.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9451 on: July 25, 2014, 02:40:31 am »

Great to hear that you're working hard on it!

I have an excuse why I am currently not modding 24/7:
Spoiler (click to show/hide)

Still, soon I will move to my new apartment and then I won't have to spend all my free time on that.
Then I would love to join in with the further development.
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TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9452 on: July 27, 2014, 08:24:08 am »

Things are 89% done, three handfuls of creatures to update, and then test forts and more test adventurers... currently changing plant tiles away from workshop_toolbox tiles... via meeting the plants as adventurer. Some trees have gray/lightgray/reddish trunks instead of everything being brown!

Much to-do in the SHAPES of 40+ tree species... some just do not grow tall and useful!!!
Pic of Ironhand test adventurer and nature: '*' indicates catkins (dangling stacks of tree seeds).
Spoiler (click to show/hide)

Gave vocalizations to wild turkeys and wild sheep. And otters, sea otters, herons and ravens. Horse, zebra, deer sounds.
Unknown problem with 4armed humanoid gorilla, STRANGLER:
Spoiler (click to show/hide)
WTF, strawberries in the desert?! Someone set them to NOT_FREEZING and DRY. I set them to better.
Long adventure where I found a HILLOCKS type dwarf town. Little hills as rooms. COOL.
Managed to get water from a river and meat from emus.

-------------------------------
EDIT: 0.40.05 is out! http://www.bay12games.com/dwarves/
I didn't even have .04 on my disk, as I started with .03 to OldGenesis.
TODO: Several creature tweaks from .05 to OldGen
« Last Edit: July 27, 2014, 07:03:27 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9453 on: July 28, 2014, 11:23:11 am »

For those who are very eager, here is a PREVIEW RELEASE of OldGenesis 0.40.05 Ironhand.
https://dl.dropboxusercontent.com/u/8967397/DF40_05_OldGen_Ironhand_previewrelease.zip (oops, forgot double-speed testing dorfs in.)

Stuff is 96% complete, many gem and plant boring stuff to do. All 660 creatures have been updated to 2014.
Animal sizes and speeds are based on what data I could find. Some percentage of animals have vocalizations, for good adventurer mode fun.
Adventuring hasn't crashed in last 20 tries or so.

Suggestions for which plant tiles to us on what plants, are welcome.
Helper image for old-Ironhand tile thinking is  data/art/ironhand helper.jpg

ps. centaurs and demons are the smelliest civilizations.
pps. use the job queue to easily command what to craft: j-m-q bucket. Try this: j-m-q wooden, to see that you can make wooden spears & staffs.
(Ughhh only 119 fps on 3x2 embark, 7 dorf 14 livestock. Wish I had 300 fps.)

Old links from my sig dumped here:
Here's Old Genesis .34.11c, July 31st, 2012! Tweaks, tunings, charcoal the cheap wood, 3-part brain, rock weapons, altars harder to build.
ASCII: http://dl.dropbox.com/u/8967397/OldGenesis_3411c_ASCII.zip - Phoebus http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Phoebus.zip - Ironhand http://dl.dropbox.com/u/8967397/OldGenesis_3411c_Ironhand.zip
All unzip-and-play ready.
« Last Edit: July 28, 2014, 01:11:39 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Henny

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9454 on: July 28, 2014, 02:22:34 pm »

I think I'll wait until it's fully released, but it looks interesting.
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

Isher

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9455 on: July 28, 2014, 04:28:12 pm »

Wow that is a lot of work. Great job, can't wait to play!

Carpal tunnel error log:

MODDEVELOPER:TOMI_TAPIO:Body Token Recognized But Could Not Connect: WRIST

Quote
WTF, strawberries in the desert?! Someone set them to NOT_FREEZING and DRY. I set them to better.

Just so you know your jokes are not lost on the world, I lol'd.
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Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9456 on: July 29, 2014, 03:05:04 am »

I think strawberries are from a veeery old plant mod where most of the common plants were set to NOT_FREEZING back in the day to be able to grow them in any location (it was pretty annoying to have seeds and be unable to plant them). [DRY] makes no sense though, good catch.
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Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9457 on: July 29, 2014, 06:21:35 am »

Dear TomiTapio, in order to make migrants appear in 0.40.05, please add [STRICT_POPULATION_CAP:220] to the d_init.txt below the population cap.
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TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9458 on: July 29, 2014, 09:53:20 am »

Roger that. I did not get any migrants so far :)
and unfortunately, 7 dorf 12 animals on a 2x2 or 3x2 embark is 90-115 fps (quite slow compared to 2012).
Tuned giant animal world_counts and put tiles to all 2014-new plants (excluding trees). vines are 21_ropecoil.
One might want to replace some old Ironhand TREE tiles with new fun stuff (like tree leaves/seeds/fruits), because trees are no longer a single plant tile.
I have not checked Ironhand 2014. Will be maaany weeks until I might release a Phoebus or Mayday tileset OldGen.

Updated version of OldGen previewrelease in sig (is same link as earlier. Files: 17:50 East European time.)

Edit: my latest Project Spark video clip, of my Grenade&Needler&Mininglaser world: https://www.youtube.com/watch?v=cNvNGUNNIM8&list=UUvLSQrmYSadMlEeJ8Yy__ag
Lots of other videos in my Youtubes: https://www.youtube.com/user/TomiTapio/videos
« Last Edit: July 29, 2014, 06:21:27 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9459 on: July 30, 2014, 06:41:14 am »

What vanilla-compatible tileset should I use? My 'ASCII version of OldGenesis' should use such tile numbers that it is tilenumber-compatible with SOME graphics set. I do not want to have 3 versions (ascii, phoebus, ironhand) like in 2012. Two versions should be enough -- have a smaller audience now.

Ironhand-2012 is currently for me, and its tiles are different from vanilla tile numbers. No minecart tracks in my old Ironhand.
Phoebus, Mayday? I guess I could try upgrading from Ironhand 2012 to 2014.

Bleh, still loads of trees and plants to prettify / addleaves.

Got a 23-dorf fort going, poor bastards have only ZINC ORE. Zinc bolts it is. Glad I modded in Wooden Spear/staff/dagger a few years ago! Wooden spear really hurts wildlife in the head.
Lost a dorf to an Eland (big gazelle type).
« Last Edit: July 30, 2014, 06:47:23 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9460 on: July 30, 2014, 07:03:34 am »

Make an ASCII version and I will make Phoebus one.
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Meph

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9461 on: July 30, 2014, 07:06:18 am »

PS: Phoebus raws are almost compatible with Obsidian, so you could do both at the same time, with minimal changes to the tileset.
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TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9462 on: July 30, 2014, 10:27:39 am »

So Phoebus is still very popular, eh? I did look at some DFFD download counts.

Started on the ascii version now, since don't want to tune my_tree_species height&width&color today...

I work in the tile-numbers domain, not using any helper graphical tilepicker:
Spoiler (click to show/hide)
Crimson Editor (for coders) I use, it has "replace string in all open files" instead of "search and replace string IN A FOLDER".

Did I mention I have a Master's degree in Computer engineering / applied telecommunication software? (web, multimedia cdroms) (1994-2005 at university)
« Last Edit: July 30, 2014, 11:19:34 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9463 on: July 30, 2014, 11:39:11 am »

I prefer Notepad++. I will check Crimson Editor.
I almost got my PhD in Physics, but my computer side took over :D.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - for nostalgia sake
« Reply #9464 on: July 30, 2014, 12:36:12 pm »

Ughhh long sitting, over, I think the ASCII previewrelease is fully playable now.
Here it is, for master Deon to poke. https://dl.dropboxusercontent.com/u/8967397/DF40_05_OldGen_ascii_preview3.zip
Please run a few adventurers, then make an embark and look at the caverns, then maybe start the ascii->phoebus2014 porting.


Some of the rarest or best minerals appear very different now on screen. See file "ironhand to ascii conversion notes.txt".
(I use Crimson Editor 3.70, from _2004_ not the newer WORSE Crimson Editor or its successor Emerald Editor. )


Edit (23:30 eastEur): now starting my way through the shapes of the OldGen-only trees.
« Last Edit: July 30, 2014, 03:39:08 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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